[MENTION=9] Ellis[/MENTION]
I have good memory
(Just surmised that 4.15 release as the fixpoint for the updates… )
https://forums.unrealengine.com/showthread.php?131561-FEEDBACK-Some-questions-regarding-the-roadmap
[MENTION=9] Ellis[/MENTION]
I have good memory
(Just surmised that 4.15 release as the fixpoint for the updates… )
https://forums.unrealengine.com/showthread.php?131561-FEEDBACK-Some-questions-regarding-the-roadmap
Did anything happen to the scripting language integration? According to the roadmap “investigation” should be almost done now, so maybe there’s some news
[=Zeblote;666255]
Did anything happen to the scripting language integration? According to the roadmap “investigation” should be almost done now, so maybe there’s some news
http://lists…net/pipermail/mono-ue/2017-February/000344.html
Doesn’t mean anything in particular, but probably have something to do with it.
[=;666572]
http://lists…net/pipermail/mono-ue/2017-February/000344.html
Doesn’t mean anything in particular, but probably have something to do with it.
So what I’m getting from is they created official C# support, and it’s basically finished, just some license garbage in the way?
[=Zeblote;666607]
So what I’m getting from is they created official C# support, and it’s basically finished, just some license garbage in the way?
Until Epic says it’s official it’s safe to assume it is not, and would only be maintained by Mono/Microsoft/Community.
The only certain things to take from it, is that Mono want’s to push their engine modification which allow scripting support, back to upstream.
[=;666572]
http://lists…net/pipermail/mono-ue/2017-February/000344.html
Doesn’t mean anything in particular, but probably have something to do with it.
Thanks for the link, interesting.
Wait, it disappeared completely now?
Hi all.
Just a follow-up that the roadmap has been updated.
Cheers
[= Ellis;667569]
Hi all.
Just a follow-up that the roadmap has been updated.
Cheers
What happened to the scripting language?
[= Ellis;667569]
Hi all.
Just a follow-up that the roadmap has been updated.
Cheers
Some stuff has been updated, but most of it is not changed. Just look at how many cards still exist that have the january label. If the roadmap would have been really updated, not a single january label would exist any more.
[]
Some stuff has been updated, but most of it is not changed
Yupp…
Entire AI category is still backlogged and blueprints doesnt have any further cards at all…
[=KVogler;667644]
Yupp…
Entire AI category is still backlogged and blueprints doesnt have any further cards at all…
Same for rendering.
[]
Same for rendering.
Hmmm. When I look, I find a lot of in-progress cards. Some even extending to April …
I meant no mid-term rendering goals were added, everything but one is within a one month time frame.
Physical units for directional and sky light have been on the to-do since July. It’s almost getting 8 months. I’m wondering what those labels actually mean…
[]
Physical units for directional and sky light have been on the to-do since July. It’s almost getting 8 months. I’m wondering what those labels actually mean…
I guess things would go faster if we would live in a world without GDC
[=KVogler;668745]
I guess things would go faster if we would live in a world without GDC
GDC is not really the case at all.
Roadmap Update
Hi !
The next roadmap update is landing in early April, and we are skipping an update during March.
We apologize for delay and would like to be transparent with you about why we are doing :
To give you a meaningful update with current information.
GDC can alter our teams’ development roadmaps, so we would rather supply you with a more realistic update in April than give you unrepresentative information now.
Curating information will take longer than usual because teams need time to regroup post conference.
Again, we apologize for the delay, but please look forward to the invigorating update in April!
Cheers
How i could name ? Asynchronous shadows, AO and reflections?
I’d like an option for dynamic shadows actuallization out of frame loop. Like the dragon’s shadow in dark souls, that must run about 5 or 15 fps
should be “1/2 actualization frecuency, 1/4, sync every frame”
Useful for sandboxes in mobiles but in pc usually shadows are the first option for downgrade. It should help too for 60 fps rate.
Same with reflections like in pc’s Forza with the mirrors at 30 fps while the game runs at 60.
I pressume that could cause frame pacing if simply skip in a frame and run at next frame, so must be partially processed every frame, but i am no programmer.
Sould be even better with distance option like LOD. As example in a MGS style game the near shadows of your character and enemies are important for know about your visibility but far shadows can run at 15 fps
Could we please have a better native 3D path finding system for flying AI and enemy’s